/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
class UPathFollowingComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent), public [IAIResourceInterface](API\Runtime\AIModule\IAIResourceInterface), public [IPathFollowingAgentInterface](API\Runtime\Engine\AI\Navigation\IPathFollowingAgentInterface)
float
AcceptanceRadius
Min distance to destination to consider request successful.
uint8:  1
bCollidedWithGoal
Set when agent collides with goal actor
uint8:  1
bIsDecelerating
True if pathfollowing is doing deceleration at the end of the path.
uint8:  1
bIsUsingMetaPath
If set, path following is usingFMetaNavMeshPath
uint8:  1
bLastMoveReachedGoal
Set when last move request was finished at goal
float
BlockDetectionDistance
Detect blocked movement when distance between center of location samples and furthest one (centroid radius) is below threshold
float
BlockDetectionInterval
Interval for collecting location samples
int32
BlockDetectionSampleCount
Number of samples required for block detection
uint8:  1
bMoveToGoalOnLastSegment
If set, target location will be constantly updated to match goal actor while following last segment of full path
uint8:  1
bReachTestIncludesAgentRadius
Increase acceptance radius with agent's radius
uint8:  1
bReachTestIncludesGoalRadius
Increase acceptance radius with goal's radius
uint8:  1
bStopMovementOnFinish
If set, movement will be stopped on finishing path
uint8:  1
bUseBlockDetection
If set, movement block detection will be used
uint8:  1
bWalkingNavLinkStart
Gets set when agent starts following a navigation link.
float
CachedBrakingDistance
Braking distance for acceleration driven path following
float
CachedBrakingMaxSpeed
Max speed used for CachedBrakingDistance
float
CurrentAcceptanceRadius
Min distance to end of current path segment to consider segment finished
FWeakObjectPtr
CurrentCustomLinkOb
Currently traversed custom nav link
FBasedPosition
CurrentDestination
Destination for current path segment
FVector
CurrentMoveInput
Last MoveInput calculated and passed over to MovementComponent.
uint8:  1
DEBUG_bMovingDirectlyToGoal
int32
DecelerationSegmentIndex
Index of path point for starting deceleration
TWeakObjectPtr<...
DestinationActor
Destination actor. Use SetDestinationActor to set this
constINavAgent...
DestinationAgent
Cached DestinationActor cast toINavAgentInterface.
FCustomMoveShar...
GameData
Game specific data
double
LastSampleTime
Timestamp of last location sample
TArray<FBasedP...
LocationSamples
Location samples for stuck detection
FVector
LocationWhenPaused
Agent location when movement was paused
float
MinAgentHalfHeightPct
Part of agent height used as min acceptable height difference
float
MinAgentRadiusPct
Part of agent radius used as min acceptance radius
TObjectPtr<UNa...
MovementComp
Associated movement component
FVector
MoveOffset
Relative offset from goal actor's location to end of path
FVector
MoveSegmentDirection
Direction of current move segment
int32
MoveSegmentEndIndex
Index of path point being current move target
NavNodeRef
MoveSegmentEndRef
Reference of node at segment end
int32
MoveSegmentStartIndex
Index of path point being current move beginning
NavNodeRef
MoveSegmentStartRef
Reference of node at segment start
float
MyDefaultAcceptanceRadius
Value based on navigation agent's properties that's used for AcceptanceRadius when DefaultAcceptanceRadius is requested
TObjectPtr<ANa...
MyNavData
Navigation data for agent described in movement component
int32
NextSampleIdx
Index of next location sample in array
FMoveComplete
OnRequestFinished
Delegate for move completion notify
FVector
OriginalMoveRequestGoalLocation
This is needed for partial paths when trying to figure out if following a path should finish before reaching path end, due to reaching requested acceptance radius away from original move goal Is being set for non-partial paths as well
FNavPathSharedP...
Path
Requested path
double
PathTimeWhenPaused
Timestamp of path update when movement was paused
FPostProcessMov...
PostProcessMove
Delegate for modifying path following velocity
int32
PreciseAcceptanceRadiusCheckStartNodeIndex
Indicates a path node index at which precise "is at goal" tests are going to be performed every frame, in regards to acceptance radius
FAIResourceLock
ResourceLock
Used to keep track of which subsystem requested this AI resource be locked
TEnumAsByte<EP...
Status
Current status
FTimerHandle
WaitingForPathTimer
Timer handle for OnWaitingPathTimeout function
float
WaitingTimeout
Timeout for Waiting state, negative value = infinite